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Fogu 2009
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History and Theory, Theme Issue 47 (May 2009), 103-121 ? Wesleyan University 2009 ISSN: 0018-2656
DIGITALIZINGHISTORICALCONSCIOUSNESS
CLAUDIO FOGU
ABSTRACT
What is a "historical" video game, let alone a successful one? It is difficult to answer this
question because all our definitions of history have been constructed in a linear-narrative
cultural context that is currently being challenged and in large part displaced by digital
media, especially video games. I therefore consider this question from the point of view
of historical semantics and in relation to the impact of digital technology on all aspects of
the historiographical operation, from the establishment of digital archives, to the produc
tion of e-texts, to the digital remediation of visual modes of historical representation. Seen
from this dual perspective, video games appear to participate in a process of spatialization
and virtualization of historical semantics. In the first place, video games have begun to
detach the notion of history from its double reference to the past and to the real?"what
replace representation with simulation and presence with virtuality, thereby marginalizing
the oscillation of the modern historical imagination between historical facts and his
toric events, transcendence and immanence, representation and presence.
Although digital
reworkings of historical semantics have not produced any grammatical transformation of
the signifier, history?nor does this essay propose one?I do argue that the impact of video
Keywords: historical consciousness, video games, digital technology, Sid Meier's Civiliza
tion, 9/11 Digital Archive
I. INTRODUCTION:
HOLOCAUSTII. SURVIVOR
Welcome to what the New York Times calls the "final solution" in history video
games. You can choose among five modes of real identities, and
interactivity,
avatars. Play in Bystander mode, and you will be an ordinary German between
1935 and 1945 in the position of either helping Jews or contributing to their
downfall. Play in Shoah mode and you will be a "victim," a Jew (or
European
Communist, or Gypsy?other are under construction for Holocaust
categories
III) in 1929 Germany, and make decisions that might lead you and your fam
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104 CLAUDIOFOGU
a camp inmate seeking to survive. Play in Final Solution mode and you will
be an SS officer on trial at Nuremberg (the only SS identities available in this
version) who may or may not have personally ordered the elimination of camp
inmates, but has to mount a defense of what he has or has not done. Play in
Coming to Terms with the Past mode and you can be the historian who will
assist the Nuremberg prosecutor in trying a perpetrator or the lawyer who will
defend him. Chosen your mode of historical interaction? Ready to play? Put on
your Holocaust II Virtual Reality Multi-Player Environment Gear and connect
to USC Shoah Foundation Institute click on the
(http://college.usc.edu/vhi/),
Holocaust II hyperlink and begin in Bystander mode. Or, connect to
playing
the Simon Wiesenthal Center Museum of Tolerance (www.museumoftolerance.
com) to play in any of the other modes. Click on the Holocaust II portal, receive
a documented historical and . . .make
identity history.
Holocaust II does not exist as an actual video game, at least not to my knowl
edge, not at the time of my writing this essay. But I wanted to begin with a fic
tion of my trained imagination because after having spent months researching
video games, I have not been able to conceptualize the criteria by which one
can be distinguished from the others as being "historical," let alone which of
them would qualify as a "successful" example of historical representation in the
history of World War II and the Nazi crimes" that the game would conjure up
for them.4 Another key aspect thatHolocaust II exemplifies is the challenge that
"virtual experiences" bring to the differentiation between "media experiences,
both interactive and linear, and real life experiences."5 As Kansteiner suggests,
who wants to shape collective memories of the future should . . . com
"anybody
1. Probing the Limits of Representation: Nazism and the Final Solution, ed. Saul Friedlander
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DIGITALIZINGHISTORICALCONSCIOUSNESS 105
pete for the privilege to build the monuments, museums, and historical media in
the virtual worlds" of video games.6 Integrating interactivity with the "real-life"
identities that the Tolerance Museum or the USC Shoah Foundation (formerly the
Visual History Foundation) would provide for any player entering the immersive
space of the video game, Holocaust II would surely provide virtual memories of
something perceived as real.
Yet even in such an interactive environment certain traits of linear historical
culture would be remediated and by no means disappear.7 Just as film and televi
sion remediated a number of literary and popular cultural forms of communica
tion, while not replacing altogether the influence that texts and transgenerational
communication had on the formation of collective memories, so interactive media
will not entirely supplant traditional institutional forms of historical conscious
ness. commemorations, monument and debates on
Anniversary inaugurations,
Hollywood still take place in the digital future as they do in the present,
epics will
and will provide counterweights to the virtual experiences of the historically real
afforded by video games. In fact, several scholars have pointed out that the digital
might be no "revolution" at all, but just one more process of remediation.
Jay David Bolter and Richard Grusin argue that like all media revolutions
before it, digital media remediate other media in search of newer and greater
ways to create hence video reliance on the
"immediacy,"8 games' perspective,
cinematic language of editing, and, more generally, the immersive experience
a narrative book when as a "window" onto a world.9 Yet
generated by perceived
in oneimportant respect digital media differ decisively from traditional linear
media. In contrast to their predecessors, digital media achieve immediacy via
hypermediacy. Their ability to make us forget the medium, and thus achieve an
immersive effect of presence (immediacy), depends on their mimicking the logic
of a in which media are ever and we are used to their as
reality present presence
part of our reality. This paradoxical relationship between immediacy and hyper
mediacy may be the most striking trait of the age of digital interactivity, and it
goes a long way toward explaining why certain early forms of digital immediacy,
like virtual reality helmets and gloves, have all but disappeared notwithstand
ing their early promise of changing all aspects of visual culture. Virtual reality
apparatuses provided immediacy without hypermediacy, and therefore produced
a sensory of the real, but not as immersive an as the one
experience experience
afforded even by the most primitive video games such as Pong, which remedi
ated the perpendicular shot from the top of an arena or aerial balloon, typical of
television coverage of sports events.10
On the other
hand, between the dialectic
immediacy and hypermediacy
also operates in the other direction, that is, traditional media also remediate in
response to the challenge of newer technologies and modes of immediacy. In this
6. Ibid., 144.
7. Jay D. Bolter and Richard Grusin, Remediation: Understanding New Media MA:
(Cambridge,
MIT Press,
2000).
8. Ibid., 96.
9. Ibid.
W.Ibid., 161.
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106 CLAUDIO FOGU
respect, Bolter and Grusin suggest a first important corrective to the direction
that research should take in exploring the impact of digital technology on con
temporary and future historical culture. Although video games represent themost
sophisticated and popular form of interactive remediation, one cannot analyze
them in isolation from the impact that digital technology is having on the whole
field of historical production, from archives to textual and visual representations
of history. This essay will therefore take a more technological rather than media
centered approach, extending Kansteiner's analysis to forms of digital encroach
ment upon traditional media in order to explore how they relate to the fully
interactivecharacteristics of video games. Yet in doing so, this essay will also
attempt to address the major question raised by Kansteiner: how do interactive
media affect our conceptualization of historical consciousness itself?
As my video game fantasy exemplifies, the answer to this question is particu
larly difficult, because as historians and theorists of history belonging to the last
pre-interactive generation, both our historical imagination and our conceptual
frameworks have been constructed in response to linear media. Thus, when I
invented Holocaust II, I imagined it precisely according to basic assumptions
that are not formed in response to interactive media. In the first place, I took for
granted that historical consciousness is related to collective memory?hence the
choice of a historic event such as the Holocaust. Second, I hung my definition
of "historical" on the game's reference to a documentable "real" in the past, pro
vided inmy fantasy by the link to digital archival institutions such as the Simon
Wiesenthal Center and the USC Shoah Foundation. Both of these assumptions
represent the foci around which have rotated most debates in the past few decades
among historians and philosophers of history, defenders of traditional historical
epistemology, and their postmodern and poststructuralist critics. And yet, as Kan
steiner suggests in the last part of his essay, it is entirely possible that "interactive
media" us to focus "on the terms of the definition of historical
oblige precisely
consciousness that have been taken for granted."11 For Kansteiner, these
largely
terms consist in our notions of "communication, community, collective," and
private conversations. Robert Darnton's authoritative push for e-books has raised
the awareness among historians that hypertext offers them possibilities for non
linear and forms of narrative.12 No wonder then that some historians
"layered"
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DIGITALIZINGHISTORICALCONSCIOUSNESS 107
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108 CLAUDIO FOGU
tion of the scripts [they] are performing."19 This way, digitalization can be seen as
realizing at last the democratic potential of American historiography expressed by
Carl Becker in his famous dictum that "Mr. Everyman is stronger than we are, and
sooner or later we must our to his necessities."20 Furthermore,
adapt knowledge
by Ayers.25 The September 11 Digital Archive thus seems to equate history with
experience rather than action, and to witnessing rather than making. In so doing, it
alerts us to?and in?a momentous process of re-semanticization of the
partakes
modern notion of "history" itself.
As Reinhart Koselleck has long pointed out, the birth of the modern (Western)
conception of history can be dated to the last quarter of the eighteenth century,
19. Terry Cook and Joan M. Schwartz, "Archives, Records, and Power: From (Postmodern)
15,000 digital images. In September 2003, the Library of Congress accepted the Archive into its col
lections, an event that both ensured the Archive's long-term preservation and marked the library's
first major digital acquisition.
24. http://91 ldigitalarchive.org/gallery_index.php (accessed July 25, 2008).
25. Phone conversation with Tom Scheinfeldt, the Archive's Director, available at http://www.
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DIGITALIZINGHISTORICALCONSCIOUSNESS 109
gularization" led to the notion of capital-H "History" (the ensemble of all human
actions in time), the semantic collapse of "history" with "the past," and the open
of Western consciousness to a "linear" and "progressive" view of historical
ing
time.26 This process also involved the transfiguration of the ancient conception
of history as a trans-temporal reservoir of moral lessons (historia magistra vitae)
into the idea of "historic eventfulness" masterfully captured by Kant in 1792, in
The Contest of Faculties.21 Here, Kant argued that the French Revolution was
no mere historical fact or process but a "signum" (demonstrativum, rememerati
vum, et prognostikon) that demonstrated retroactively and for all future time the
transcendental and progressive nature of the historical process. Thus Kant gave
philosophical articulation to the idea of "historic-ness," discursively associated
with "speech," "site," and "event." It projected the "historic event" out of the
realm of the real and into the semiotic realm of our consciousness as a
"sign"
that simultaneously re-narrativizes the relationship between past and present, and
26. Reinhart Koselleck, Futures Past: On the Semantics of Historical Time (Cambridge, MA: MIT
Press), 21-38.
27. Immanuel Kant, The Contest of Faculties and Other Writings (Cambridge, MA: Harvard
University Press, 1979), 182; original emphasis.
28. Claudio Fogu, "Actualism and the Fascist Historic Imaginary," History and Theory 42 (2003),
196-221.
29. http://911digitalarchive.org/faqs.php (accessed July 25, 2008).
30. Tom Scheinfeldt: "We were contacted by the Sloan Foundation about submitting some kind of
a proposal to do something about 9/11 just after the attacks, in
September. We submitted our proposal
for a digital archive inOctober. Funding was awarded in December. And the Archive was launched
to the public in January 2002." Email dated March 6, 2008.
31. http://91 ldigitalarchive.org/about/index.php (accessed July 25, 2008).
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110 CLAUDIO FOGU
qua experience. On the other, it brings forth a new notion of presence that is nei
ther immanent nor transcendental, but properly "virtual" because it calls attention
to the act of witnessing and its digital dissemination, rather than to the rhetorical
construction and perception of "real presence" in the act of representation. In so
doing, the archive also signals a profound transformation in the rhetorical code
that sustained the oscillation between the historical and the historic in the modern
historic(al) imagination.32
III.FROMREPRESENTATIONTO IMMERSIONIN
MECHANICAL REPRODUCTIONMEDIA
As the grammatical notion of the "historic present"?that is, the use of the present
tense instead of the past in historical narration?plainly reveals, the idea of his
toric-ness is rooted in the rhetorical construction of presence in narrative. In fact,
the genealogy of historic-ness takes us right back to the Greek rhetorical effect
of enargeia?literally "vividness" or "palpability"?achieved by great historians
like Thucydides when they described events from the perspective of a witness
to the event, thereby identifying the reader with that witness.33 Translated into
Latin as evidentia, the rhetorical link between the effect of presence and the sig
nification of historical truth found theological institutionalization in the Catholic
exploited the sensory appeal of the image rather than the narrative realism afford
ed by editing. Soon, however, the aesthetic prerogatives of narrative asserted
themselves, the realism of the new medium toward a sub
pushing long-lasting
ordination to the law of literary genres.36 Characteristically, the remediation of
cinema along narrative-literary lines found privileged expression in the creation
of the genre of the historical feature film.37 At the same time this new genre also
32.1 discuss this oscillation with particular reference to fascist modes of historic(al) representation
in my The Historic Imaginary: Politics of History in Fascist Italy (Toronto: University of Toronto
Press, 2003).
33. Carlo Ginzburg, "Ekphrasis and Quotations," Tijdschrift voor Filosofie 50 (1988), 4-22.
34. David Freedberg, The Power of Images: Studies in the History and Theory of Response
(Chicago: University of Chicago Press, 1991), and Fogu, The Historic Imaginary.
35. Lauren Rabinovitz, "More than the Movies: A History of Somatic Visual Culture through
Hale's Tours, IMAX, and Motion Simulation Rides," inMemory Bytes: History, Technology, and
Digital Culture, ed. Lauren Rabinovitz and A. Geil (Durham, NC: Duke University Press, 2004),
102.
36. Robert Rosenstone, History on Film/Film on History (Edinburgh Gate, UK: Pearson Education
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DIGITALIZINGHISTORICALCONSCIOUSNESS 111
poetic rules of narrative construction upon which all feature films have come to
rely. The past is made "present" to the viewer-witness by means of historically
accurate and detailed mise-en-scene, continuity of action, eye-level point of view,
and continuous editing. Historical features, so to speak, push the screen toward
degree zero of visual representation in order to transform the viewer into a direct
witness of the action represented. In this sense the historical film genre as a whole
can be consideredboth the grave-digger and the Jonah's whale of the early cin
ema of attraction. Onthe one hand, its success in attracting the middle classes
to the new medium helped the two-hour-long story-like feature film become the
norm in cinema the world over. On the other, its continuous search for new ways
to effect a sense of presence kept alive the association between the new medium
and the search for a sensory stimulus that would bring the viewer into the space
of the representation. Nowhere is this dual process better exemplified than in the
characteristics and longevity of the Hollywood historic(al) epic.
"It is like writing history with lightning!" famously affirmed historian-Presi
dent Woodrow Wilson after viewing Birth of a Nation in a private White House
screening in 1914. "Lightning" here stood, and has continued to stand, for the
"expansive, even hysterical acts of cinema," associated with the
hyperbolic,
"spectacular possibilities" of the historical epic.38 As Vivian Sobchack explains,
"the Hollywood historical epic is not so much about the narrative accounting
of specific historical events as it is about the construction of general historic
. . . and
eventfulness, accomplished by creating equivalence reciprocity among
the epic 'historic' cinematic production, its historical narrative content and his
trionic form, and its 'historic' reception."39 In other words, the epic genre can be
credited with having merged and simultaneously amplified the spectacular effect
of wonder of the cinema of attraction with the narrative impulse of the Holly
wood feature film. Unsurprisingly, this merging has been greatly enhanced by
the development of digital technology. In fact, after a period of crisis and decline
between the late 1960s and mid 1980s, the genre has rebounded and returned to
its earlier splendor precisely thanks to the increasing malleability of the image
(for example, Schindler's List, 1993), the editing (JFK, 1991), and the mise-en
scene (Gladiator, 2000) made possible by digital manipulation.
The technological capability to produce digital reconstructions of past places
and events that seamlessly merge with analogic forms of representation without
disrupting the viewer's sense of verisimilitude has thus brought spectacle back
to the center of cinematic culture and the historical feature film. Yet unlike its
early forms based on the operatic overwhelming of the spectator's senses, digital
spectacle is put in the service of deconstructive strategies. In Forrest Gump and
JFK, for example?two of the earliest examples of digitally manipulated histori
cal features?digital technology was used for the first time to intentionally blur
the boundary between the historically real (that is, recorded) and the
historically
38. Ibid., 28.
39. Ibid., 28-32.
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112 CLAUDIO FOGU
abandoned his stance against digitally restored and manipulated footage. Shed
none of its emotionalism and overly sanctimonious pretense to a "bottom
ding
40. Vivian Sobchack, "Introduction: History Happens," in The Persistence of History, ed. Vivian
Sobchack (New York and London: Routledge, 1996), 3.
41. Ricciardelli, "Visual Culture and the Crisis of History," 53.
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DIGITALIZINGHISTORICALCONSCIOUSNESS 113
Forrest Gump.42 Cultural historian Paul Fussell, himself the author of the histori
cal bestseller The Great War and Modern Memory, appears repeatedly in the film
identified as "infantry." Similarly, the most authoritative and interesting figures
in the film, Samuel Hynes and Quentin Aanenson, are identified as "a fighter
pilot from Minneapolis" and "an Army pilot from Luverne." Coyly, Burns never
identifies them, respectively, as a distinguished Princeton literature professor, and
the author of an award-winning documentary on the Pacific theater of war. The
omission is telling because it points to the fact that Burns jettisoned on purpose
the authorial duetto of historians David McCullough and Shelby Foote, which had
worked so well in The Civil War, in order to offset the loss of indexical purity with
the appeal of unmediated "experience."43 On this score, Burns's turn to the digital
seeks to approach the encoding of history as experience that we have already
found in the digital archive and in the digitalization of the epic film.
At the same time, it confirms the gradual shift of cinematic experience toward
forms of immersive aimed at counteracting
environment the traditional identi
fication of the modern spectator with a disembodied gaze, that is, a "watcher"
separated from his or her body and the space of the representation by the dark
ness of the movie theater. The digitalization of spectacle in epic feature films and
documentaries is not an isolated or temporary phenomenon, but one confirmed by
the rising popularity of 3-D cinema, IMAX, and motion-simulation ride-films, all
made possible by digital technology. According to Lauren Rabinovitz, these post
modern forms of the "cinema of attractions" engage "multiple senses," thereby
defining the "cinematic experience not as a purely visual relationship to a screen
but as a pleasurable, physical self-awareness of coordinated perceptions within
an architectonic However not so much after
space."44 marginal?and anymore
the recent success of the 3-D version of Beowulf? digital spectacles and ride
films available in theme parks and theaters alike "attempt to affect and promise
embodiment as a prophylactic against a world of continuous disembodiment."45
In fact, the process has even reached as far as academia where "virtual
costly
reality historical re-creations," such as the Digital Roman Forum, are being pro
duced by the UCLA Cultural Virtual Reality Laboratory (henceforth CVR Lab).46
The Forum is a 3-D reconstruction of the ancient Roman forum in 400 ce. that
can be accessed via or in the three-screen of the
computer "experienced" facility
CVR's Lab. Diane Favro, CVR Lab's founder and director, proudly defines the
Forum a "re-creation" as to the more term 'visual
opposed "scientific-sounding
ization'."47 The terminological distinction is appropriate precisely because Favro
sees the Forum as being in line with the "immersive simulations of ancient cit
42. Nancy Franklin, "In the Trenches: Ken Burns on the Second World War," The New Yorker
(September 24, 2007). http://www.newyorker.com/arts/critics/television/2007/09/24/070924crte_
televisionjfranklin (accessed July 31, 2008).
43. Ibid.
44. Rabinovitz, "More than the Movies," 102.
45. Ibid., 104.
46. http://www.cvrlab.org/ (accessed July 31, 2008), now folded into the UCLA Experiential
Technology Center.
47. Diane Favro, "In the Eyes of the Beholder: Virtual Reality Re-creations and Academia,"
Journal of Roman Archaeology, Supplementary Series Number 61 (2006), 323.
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114 CLAUDIOFOGU
ies" created by the Barnum and Bailey Circus in the 1890s.48 On the other hand,
she also insists on its scientific status by defining re-creation as "knowledge
representations" based on the conjectural paradigm of historiography associated
with the practices of microhistory.49 Both references, however, end up begging
the question of simulation.
Quite grand in scale and endowed with a system that reproduces and modulates
the sound of Latin speech, as one is "driven"50 around the Roman Forum, the
digital Forum lacks systematic means tomake a "rigorous and systematic distinc
tion between proofs and probabilities," which (in theory) constitute the epistemo
logical creed of microhistorians.51 It thus comes much closer to the epic scope
of Gladiator (2004) and the epistemological status of a "simulacrum"?in the
Baudrillardian sense of the word?than to the tale of Menocchio's adventures. In
fact, in order to re-create the architectural environment of classic Imperial Rome,
one of the sources of "knowledge" for the Forum is the famous "plastico" of
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DIGITALIZINGHISTORICALCONSCIOUSNESS 115
Returning to myinitial video-game fantasy, it should now be clear that its key
modality, that is, the availability of five options to anchor the player-avatar to his
torically documentable identity roles, relied on a notion of history untouched by
the virtualization and spatialization of historical experience instantiated by digital
technology. If Iwere to reinvent Holocaust II now, Iwould not hesitate to orga
nize it as a "strategy game" in which the objective would be to build and run an
extermination camp as efficiently as possible. Certainly this is a huge ethical step
back from the offering of five modalities connected to historical identities, but an
equally huge step forward toward the "greatest game of all time" and its promise
to "rewrite history," namely, Sid Meier's Civilization (henceforth SMC).
Thus boasts the official website for SMC, and, as far as "greatest game of
all time" is concerned, the description might be quite fitting.55 The exponential
distance between this video game and itsmost immediate rivals?except for The
Sims?in terms of sales, and makes it easy to point to
spin-offs, web-presence,
this product as the standard of "success" in the category of "Godlike" strategy
games.56 This is even more the case if one considers the number of public reviews
and academic analyses dedicated to it.Magazines as diverse as Time and Rolling
Stone, PC World, and GameSpot have repeatedly declared different editions of
SMC "Best Game of the Year."57 Few general treatises on video games omit a
detailed discussion of SMC, and at least one collection of essays and numerous
e-reviews and journal articles have already been dedicated to this game.58 Yet
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116 CLAUDIOFOGU
all the critical attention lavished on SMC is prompted less by its being the "Best
Game Ever" than by its claim to "rewrite" history.
Like many other games, SMC evolved from a board game of the same name,
and was inspired by strategy games such as Empire, Sim City, and Railway
Tycoon, and, since its creation in 1991, it has already gone through four expan
sions.59 Although expert players will make sophisticated distinctions among the
different editions?not always praising the latest?all of the game's versions
have maintained a certain "historical" character that has determined the game's
continuous appeal?in contrast, for example, to its much less successful spin-off
Alpha Centauri, which projects the history of human civilizations in future time
and space. In SMC the player chooses to act as the historical leader (Lincoln,
Chairman Mao, Cleopatra, Caesar, and so on) of one of eighteen historical "civi
lizations" (United States, Russia, Egypt, but also Iroquois and Maya), which he
or she must rival civilizations over a span. The rivals
develop against 6,000-year
are operated either by the computer's artificial intelligence or by other players in
the online version, and pursue the same or alternative of
strategies development.
To "develop," however, means a number of different things in SMC. In the first
place, itmay simply mean to withstand the passing of time, that is, the "6,000
years" the player has to win the game. Second, itmay mean to pursue one of a
number of options the player has to beat his opponents. It can mean to eliminate,
destroy, or conquer all rival civilizations, or to colonize and control a huge per
centage of world territory and population, or to develop through trading, diplo
matic, cultural, and military relations a hegemonic position over all rival civiliza
tions. It can also mean, to reach the highest score within a certain
quite simply,
time-frame decided with other players or the computer. Finally, it can even mean
being the first to complete a space ship to fly to Alpha Centauri?where suppos
edly one could continue playing the homonymous game created by Meier.
Whatever its creator meant, enthusiasts credit SMC with "rewriting" the very
notion of "history" according to postmodernist or poststructuralist principles
through the composite utilization of self-reflexivity, irony, creative anachronism,
59. Kacper Poblocki, "Becoming-State: The Bio-Cultural Imperialism of Sid Meier's Civilization,"
Focaal-European Journal of Anthropology 39 (2002), 164.
60. Matteo Bittanti, "L'utilita e il danno del videogame per la storia," in Storia e problemi con
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DIGITALIZINGHISTORICALCONSCIOUSNESS 117
The critical discourse around SMC stabilizes its referent, h/History, as either a
discourse anchoring representation to the real past that SMC supposedly does not
measure up to (critics), or as a transcendental Grand Narrative of mankind in time
waiting to be deconstructed by video games such as SMC (enthusiasts).
Both of these perspectives, however, end up downplaying an aspect of STVfC's
rewriting that pertains to the instability it introduces in the referent h/History.
From our SMCs success as can be ascertained in refer
perspective, history only
ence to the intersecting processes of digital remediation and resemanticization of
history, that is, in relation to other genres of historical simulation in this medium,
and to the virtualization and spatialization of history that we have observed at the
level of the digital archive and the remediation of cinematic representation. Let
me explain.
Let's start at the end and focus on the last escape
game's objective?the
to Alpha Centauri, which, besides alerting us to the intergaming literacy that
characterizes the activity of videogaming, also points to a key characteristic of
SMC. SMCs main claim to fame is its high number, and very complex system,
of variables, including personality traits attributed to past leaders (from which
a can choose). These variables characterize the economic and
player political
systems one can and combine, the cultural wonders and great scientists
develop
one can choose to pursue or emulate, which, as a whole, account for the sense
appearing in the game but never making it to the status of civilization;62 for its
identification of civilizations with national groups and states;63 for its imperialist
bias that makes it easier to win by conquering territory rather than developing
cultural wonders;64 or, more simply, for identifying liberalism with "giving every
civilization a chance to become the USA."65 In fact, unifying all of these ideologi
cal critiques is not technological determinism per se but the common refrain that
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118 CLAUDIO FOGU
strategy game that invites its player to multiply and test an n number of strate
gies for winning rather than seeking progression to a higher level of difficulty.
Finally, procedural and interactive elements of the game come together to give
SMC a very peculiar immersive quality. Continuous technological-aesthetic
developments?such as the new 3-D graphics of Civilization IV? have sought
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DIGITALIZINGHISTORICALCONSCIOUSNESS 119
surprise that, in direct antithesis to ideological critiques, there are even those like
Kurt Squire who have strongly advocated (and implemented) the use of SMC for
didactic purposes.76
Each of
the scholars mentioned above has produced highly sophisticated
analyses of SMC, which would deserve a much more detailed discussion than I
can offer here. But although their case for SMC's status as an application of post
modern or poststructuralist principles is sound and convincing, their discussion
needs to be inserted into a wider consideration of the remediation processes that
characterize video games more than any other medium or Unlike
before after.
literature or cinema, video games were born from a pure act of remediation: the
71. Ted Friedman, "Civilization and Its Discontents: Simulation, and Space," in
Subjectivity,
Discovering Discs: Transforming Space and Genre on CD-ROM, ed. G. Smith (New York: New York
University Press, 2005). http://www.duke.edu/~tlove/civ.htm (accessed July 31, 2008), 12.
72. Ibid., 3.
73. Uricchio, "Simulation, History, and Computer Games," 332; Bittanti, "L'Uilita e il danno,"
6-12.
74. Atkins, "La storia e un'assurdita," 71 (my translation).
75. Niall Ferguson, Virtual History: Alternatives and Counter)"actuals Basic Books,
(London:
1996).
76. Kurt Squire, "Replaying History: Learning World Civilization III"
History through playing
(Ph.D. dissertation, Indiana University, 2004).
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120 CLAUDIOFOGU
produced as spin-offs of successful movies. This is the case, for example, of Call
of Duty 2, Medal of Honor, Brothers in Arms, Battlefield 1942, all inspired by
Saving Private Ryan.7S Second, over the past two decades, advances in digital
technology have allowed better and better graphic interfaces to insert video-game
action in tridimensional environments. Cinema has been key to this process of
remediation, providing video-game designers with the language of point-of-view,
editing, shots, and sequences, which is now ubiquitous in the construction of
video-game simulations, and which is augmented by the insertion of pseudo or
real film clips inside video games. As we have seen, even SMC has benefited
from this process, with its third and fourth edition introducing visual elements
that have very favorably impressed its users. In fact, so-called history video
games as a whole have benefited most directly from this remediation of cinematic
conventions and have evolved into several subgenres.
least two significant subgenres that owe everything to remediation have
At
developed side by side with Godlike strategy games like SMC. On the one hand
are event-driven often?but not on con
strategy games always?based military
flicts. These rely on very detailed, documentary-based reconstructions of a his
toric event or site that is evoked, among other things, by the visual texture of the
game. Here, in games such as Napoleonic Computer Game Anthology, Battle of
the Bulge, Versailles 1685, orMaking History: The Calm and the Storm, the play
er is exposed primarily to the full pedagogical virtues of "virtual" history. Yet just
as in the September 11 Digital Archive, this process of virtualization deconstructs
the historic-ness of the events referred to, by insisting on the analogical appeal
of the historical simulation. Similarly, the whole genre of historical first-person
shooter games, inwhich the player acts through an avatar whose field of vision is
identified with the entire screen, has utilized cinematic remediation to disentangle
immersion from the effect of presence related to the act of witnessing.
enargeia,
This immersion in simulated historical action might suggest a strong intensifica
tion of presence, but all the evidence points to the contrary. The use of film clips
in all of these games to signal the "historical" status of the simulation that follows
contributes to a sharp separation rather than a merging of the two of them. This
phenomenon is particularly observable in highly politicized video games such as
the Italian // rosso e il nero (the red and the black) inwhich the player is invited to
choose either the identity of an antifascist partisan or that of a fascist fighter, and
to participate with other players online in a replay of the Italian civil war named
Resistance (1943-1945). Contrary to all expectations, many players engaged in
this game have declared that they have played in both modalities, thereby indi
cating that even in this case?as we have seen with SMC?identity is a function
of game-playing (not vice versa), and that the traditional idea of history in video
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DIGITALIZINGHISTORICALCONSCIOUSNESS 121
It should be clear by now that SMC?like most other strategy games?is best
appreciated as a remediation of the Hollywood historic(al) epic. Like its model,
SMC speaks directly to the representation of history in consciousness, but unlike
the cinematic epic it does not do so through the excess of its representational
apparatus, or the extra-diegetic construction of the film as historic event. In
line with digital encroaching in the cinematic medium, SMC literally transforms
time into space. When you switch on a computer and install the game you are
transported into the familiar realm of a cinematic historical representation, which
includes an epic soundtrack midway between Gladiator and Chariots of Fire.
Your gaze, however, is identified with a bird flying over a non-time-specific sce
nario, which comprises an Assyrian-like temple in a Mayan-like city with New
York City and the Eiffel Tower in the background. This reference to a spatial
pastiche constitutes a clue to what follows. The game begins with a small illumi
nated area at the center of a dark screen. That is your territory; around you is only
darkness. Soon the game will bring you to establishing a settlement, which, by
a combination of luck and skill, will expand to thrive for 6,000 years?or perish
from trying. The narrative input to transform "place into space," as Ted Friedman
puts it, is therefore there from the beginning tomake sure the story of Civilization
is understood as a the "drama of a map in time."80
"spatial story," changing
In the video-game mode, gone are the historic event and the historic site.
epic
The digitalization of history in video games thus brings together spatialization,
virtualization, and simulation to the elimination of as
complete representation
the medium that anchored historical action to historical consciousness. Without
representation, the Aristotelian opposition between history and poetry comes to
a point of reversal. For Aristotle the former was inferior to the latter because it
only spoke of what had happened, rather than what may happen. Digital history
enters the twenty-first century exclusively under the sign of the possible; we are
now interested only in what may happen and are no longer concerned with what
has happened.
University of California,
Santa Barbara
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